Okay aside from some possible additional organizational improvements I actually feel a lot better about this revised optional random event table.
Stage 1
2: Severe accident at a young age. Edge +20 XP; Choose a following pair: Combat Paralysis -10 XP, Compulsion/Fear of Guns -10 XP; Slow Learner -10 XP, Introvert -10 XP; Glass Jaw -10 XP, Handicap -10 XP; Lost Limb -10 XP, Compulsion/Chemical addiction -10 XP.
3: A rare disease strikes at a young age. Handicap -10 XP, any skill gained from this module -10 XP, Toughness +10 XP, Interest/Pharmacology +5 XP, Arts/Any +5 XP, Interest/Any +5 XP and choose one of the following: Glass Jaw -5 XP, Handicap -5 XP, or Lost Limb -5 XP.
4: Abducted! Choose one of the following pairs: Compulsion/Greedy -10 XP, Wealth +10 XP; Compulsion/Addiction -10 XP, Poison Resistance +10 XP; Compulsion/Traumatic Memories -10 XP, Connections + 10 XP.
5: Orphaned. Compulsion/Traumatic Memories -15 XP, Connections +10 XP, Interest/Any +5 XP
6: Parents caught up in local revolution but taught you important skills. Comms/Conventional +5 XP, Small Arms +5 XP, Demolitions +5 XP; Enemy -15 XP; Must choose Adolescent Warfare or Street as next Module.
7: Ordinary childhood. +5 XP to any skill; -5 XP to Edge.
8: Young virtuoso. Arts/Any +20 XP, Compulsion/Arrogant -20 XP.
9: Early sports star. Fit +15 XP, Interest/Any sport +20 XP, Compulsion/Chemical Addiction -35 XP.
10: Avid hunter. Small Arms +10 XP, Tracking/Any +10 XP, Good Hearing +10 XP, Good Vision +10 XP, Introvert -40 XP.
11: On one of your trips you find some interesting items. Connections +10 XP, Enemy -70 XP; Choose Either Connections +60 XP, Status + 60 XP, or Wealth +60.
12: Choose one or roll again twice.
Stage 2
2: Run in with a street gang leaves it's mark. Fit +20 XP; Choose either Unattractive -20 XP or Compulsion/Traumatic Memories -20 XP.
3: Family moves to the frontier and loses it all. Wealth -15 XP, Equipped -10 XP, Zero-G Ops +5 XP, Survival any +20 XP.
4: Met a bad influence. Choose one of the following pairs: Compulsion/Gambling -10 XP, Interest/Gambling + 10 XP; Extra Income -10 XP, Pain Resistance + 10 XP; Reputation -10 XP, Connections +10 XP.
5: Part time job after school. Wealth +5 XP, Slow Learner -5 XP.
6: Gifted student. Add 5 XP to any three skills gained from this module and may enter University next module ignoring prerequisits, Introvert -15 XP.
7: Boooooring. +5 XP to any trait; Wealth -5 XP.
8: After school activities. Choose either Fit +20 XP, Running +20 XP, Throwing +20 XP, Acting +20 XP, Computers +20 XP, or Technician any +20 XP; Edge -20 XP.
9: Family training. Choose either Piloting/Any +20 XP, Driving/Any +20 XP, or Technician/Any + 20 XP; Choose either Vehicle +15 XP or Equipped +15 XP; Compulsion/Stubborn -35 XP.
10: Super prodigey. Fast Learner +40 XP, Introvert -40 XP.
11: You have an undiscovered talent. Natural Aptitude/Any +70 XP, Unlucky -70 XP.
12: Choose one or roll again twice
Stage 3
2: School scandal causes problems. Wealth -10 XP, Reputation -10 XP, Choose either Will +20 XP or Patient +20 XP.
3: Field study goes horribly wrong. Lost Limb -25 XP, Extra Income +25 XP.
4: You earn a trip to the medical labs of a highly regarded university. Choose one of the following pairs: Compulsion/Arrogant -10 XP, Natural Aptitude/Surgery/General +10 XP; Compulsion/Addiction -10 XP, Interest/Pharmacology +10 XP; Handicap -10 XP, Intelligence + 10 XP.
5: A bit side tracked but worth it. Dependent -15 XP, Connections +15 XP.
6: Who knew you had such a way with machines? Tech Empathy +15 XP, Unlucky -15 XP.
7: Could be worse but all this free time you have gives you a chance to better yourself. +5 XP to any attribute, -5 XP Compulsion/Arrogant.
8: Superior training. Player may choose an additional training field above and beyond current restrictions/choices for no additional time or may take one less year for this module. Cost and rebate are not affected by this event and thus are paid and gained normally.
9: Fish to water. Any skill gained at this stage from a field +20 XP, +15 XP to any other skill gained from this module, Slow Learner -35.
10: Wow this is easier than I thought. Natural Aptitude/any skill gained from this module +40 XP, Enemy -40 XP.
11: Grants come through giving you some extra cash. Wealth +70 XP, Reputation -70.
12: Choose one or roll again twice
Stage 4
2: You get in over your head gambling. Wealth -10 XP, Compulsion/Gambling -10 XP, Connections +20 XP.
3: Those are some unsavory characters you've met up with. Choose one of the following pairs: Enemy -25 XP, Edge +25 XP; Reputation -25, Connections +25 XP.
4: Cut backs leave you high and dry for a while. Extra Income -10 XP, Fast Learner + 10 XP.
5: The label said whiskey but the blindness says otherwise. Poor Vision -15 XP, Poison Resistance +15 XP.
6: Properly “medicated†you become the life of the party. Gregarious +15 XP, Compulsion/Addiction -15 XP.
7: Nothing out of the ordinary here. +5 flexible XP, -5 XP Dark Secret.
8: An undiscovered talent sends you back to school. May choose a Civilian stage 3 module next even if the character is at normal limit. Wealth -20 XP, Natural Aptitude/Any skill +20 XP.
9: Earn the attention of an important person. Blood Mark -35 XP; Choose either Wealth +35 XP, Rank +35 SP, or Connections +35 XP.
10: Lucky sob. Edge +40 XP, Enemy -40 XP.
11: You make one heck of a breakthrough while tinkering. Choose either Equipped +70 XP, Wealth +70 XP, or Reputation +70 XP; Introvert -70 XP.
12: Choose one or roll again twice